Oh! So those are independent spawn chances for each ship. I was interpreting them as what will likely spawn when the spawn chance occurs. Cool, thanks for clarifying.
Yup, though it's a bit more complicated than that. What essentially happens is that the generator checks if a ship is allowed to spawn at that spot (using the distance between shipwrecks values). Then it checks whether a shipwreck will actually spawn at that point by cycling from the largest to smallest ships. So if you don't have a ship rarity set to 1 (by default, the most common ship is the rowboat which has a 50% chance to spawn at each point), you can actually get distances that are longer than the max distance.
When you add the Longboat, and release the 1.8 version, will you also be adding it to the 1.6.4 version? It seemed to hint at such. The majority of people I know still play 1.6.4.
The beta version of forge 1.8 is out and I have started updating the mod. In terms of colliding with underwater structures, there is nothing preventing shipwrecks from spawning on the new underwater temples, but I'm not going to tie my shipwreck generation into the underwater temple generation.
When you add the Longboat, and release the 1.8 version, will you also be adding it to the 1.6.4 version? It seemed to hint at such. The majority of people I know still play 1.6.4.
I will continue with the 1.6 and 1.7 versions of the mod as long as it remains fairly easy to do so.
It took a bit of time and beating my head against the wall, but the mod is updated to 1.8!
Other than the update to the new version, there really isn't anything new. However, the loot list (and how loot is distributed) has been updated and the Zebrina Captain Log is finished (these minor updates are currently only for 1.8, I'm going to add them to 1.6 and 1.7 when I have a more major update for them).
I've tested the mod pretty thoroughly and haven't encountered any bugs for a while now. Let me know if anything breaks!
Hi just got your mod today for 1.8 ofc though i had to remove the Ruins mod to stop the crashs form a compatability bug but once working i looked it the wreacks a awsome an the idea of more water life is just unresitable but on a 1.8 ocean biome world i serched many wrecks an no pirannahs :< anywhere eventualy i started spawning them my self a loved them an the fact they shole is just genius cant wait to see sharks, whales an more sholes of fish just don't why I couldn't find any btw are they supposed to stay near the wreck because after spawning sholes they would swim off into the ocean blue maybe the pirannhs should be lake an river fish an swamps only an have sharks for sea wreaks.
also would you be putting the mod on Curseforge it has a massive following an very trustworthy downloads not to mention easyer to track for updates
Glad you arer enjoying the mod!
Could you tell me what the conflict with the Ruins mod was? I would like to be able to fix it if there is a problem.
I'm also aware that the piranhas aren't spawning correctly. I will hopefully get them working better with the next update. They won't necessarily stay near the wreck when they spawn though.
As to Curseforge, I will probably put this mod on there in the future. I will let everyone know if/when that happens.
I'm getting almost no boats spawning in 1.8. For quite a while I thought the mod was not working, but i eventually found a boat. I can fly over an ocean at full speed in creative mode for 10 or 15 minutes and only maybe find a boat - that's many thousands of blocks. Certainly many less than in the 1.7.10 version. I had a look at the config, and there's no setting for the base spawn rate.
I'm getting almost no boats spawning in 1.8. For quite a while I thought the mod was not working, but i eventually found a boat. I can fly over an ocean at full speed in creative mode for 10 or 15 minutes and only maybe find a boat - that's many thousands of blocks. Certainly many less than in the 1.7.10 version. I had a look at the config, and there's no setting for the base spawn rate.
There are a few options you can change to make shipwrecks less rare. First, you can change the min and max distance between shipwrecks. The min distance defaults to a min of 10 chunks and a max of 12 (so shipwrecks will be at least 160 blocks apart). You can make it so wrecks will spawn on top of one another if you decrease the min distance below 3.
Then you can modify the rarity of each of the shipwrecks separately.
So you can make your world look like this:
And here are the config settings that I used to get this (only the ones I changed of course):
"distance between ships" {
S:Instructions=Lower numbers = closer together. Default max = 12, min = 10. This is the distance between ships in # chunks (increasing by 1 will increase distance by 16 blocks). I would recommend that you not set the minimum below 3.
I:"Max Distance Between Shipwrecks"=4
I:"Min Distance Between Shipwrecks"=2
}
"ship rarity" {
S:Instructions=Lower numbers = less rare. Ships will have a 1/the number you choose of spawning. For example the schooner ocean rarity defaults to 100 meaning 1/100 ships that spawn will be a schooner.
I:"Rowboat Beach Rarity"=1
I:"Rowboat Ocean Rarity"=1
I:"Sailboat Beach Rarity"=5
I:"Sailboat Ocean Rarity"=5
I:"Schooner Beach Rarity"=10
I:"Schooner Ocean Rarity"=10
I:"Sloop Beach Rarity"=10
I:"Sloop Ocean Rarity"=10
I:"Waverunner Beach Rarity"=20
I:"Waverunner Ocean Rarity"=20
}
Should have been more specific in my earlier post. I reduced the min distance down to 3 and the max to 10. Same result - a ship per 1000 blocks - maybe. Also removed the rowboat as it was hard to see for testing.
Just did another test with min = 1 and max = 2, and now I'm getting quite a few ships - maybe half as many as in your example picture. So I guess it's just a matter of tweaking those 2 numbers.
Odd that the default numbers are not working properly for me. Maybe some other mod is throwing it out.
Should have been more specific in my earlier post. I reduced the min distance down to 3 and the max to 10. Same result - a ship per 1000 blocks - maybe. Also removed the rowboat as it was hard to see for testing.
Just did another test with min = 1 and max = 2, and now I'm getting quite a few ships - maybe half as many as in your example picture. So I guess it's just a matter of tweaking those 2 numbers.
Odd that the default numbers are not working properly for me. Maybe some other mod is throwing it out.
To be honest, there are a couple bugs that I need to fix, I just don't have much time to work on it these days. I'm pretty sure there is a bug somewhere where the distance between shipwrecks is concerned (e.g. a min of 2 and max of 4 has tons of ships while a min of 3 and max of 5 has almost no ships). To be honest, I started the mod with no clear idea on what I really wanted to do so it could use a pretty hefty clean up. I was a very inexperienced coder at that point as well.
I also haven't modified the default numbers for a while. I started the mod back when oceans were gigantic and haven't changed the defaults since they became smaller which makes shipwrecks incredibly rare.
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thom666
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I absolutely love this mod. I run v1.7.10 along with several other mods including Archimedes Ships. I only mention that particular mod because I was able to raise several ship using the nav block from that mod. I have not been able to raise a wave runner yet (over 2048 blocks I imagine) but the other ships are no problem. My salvaged sloop is fun to sail around and using the wooden crate, I am able to lock my MOC wyvern atop the crow's nest while in transit. I wasn't sure I would enjoy this mod but so far, it is one of my favorites.
cool mod, but the ships are SO rare, it took me an hour just to find a sunken sailboat.
You can change the rarity in the config file! The ships are meant to be fairly rare (though not that rare) but I definitely need to tweak the rarity of ships as it was originally designed when the oceans were far larger (it used to be fairly easy to find ships). The next update I put out will improve on the ship generation as it currently has a couple bugs.
I absolutely love this mod. I run v1.7.10 along with several other mods including Archimedes Ships. I only mention that particular mod because I was able to raise several ship using the nav block from that mod. I have not been able to raise a wave runner yet (over 2048 blocks I imagine) but the other ships are no problem. My salvaged sloop is fun to sail around and using the wooden crate, I am able to lock my MOC wyvern atop the crow's nest while in transit. I wasn't sure I would enjoy this mod but so far, it is one of my favorites.
Glad to hear you're enjoying it! I've always wanted to try out Archimedes Ships but just haven't gotten around to it. The waverunner is around 2300 blocks (I think) so you would need to remove quite a few to get below the cap.
Yup, though it's a bit more complicated than that. What essentially happens is that the generator checks if a ship is allowed to spawn at that spot (using the distance between shipwrecks values). Then it checks whether a shipwreck will actually spawn at that point by cycling from the largest to smallest ships. So if you don't have a ship rarity set to 1 (by default, the most common ship is the rowboat which has a 50% chance to spawn at each point), you can actually get distances that are longer than the max distance.
The 1.7.10 version works with 1.7.2 as well.
I will continue with the 1.6 and 1.7 versions of the mod as long as it remains fairly easy to do so.
-mobs ) more ocean life sharks,fish.etc
-structures) sea rocks,underwater mines,dungeons,ruins,temples etc
-land forms) sea ridges (volcanic), underwater geysers if possible,reefs,kelp forests,underwater caves (infested with piranhas)
trenches,sea mounts etc
These are just some future ideas I have for the mod I hope you like them
Other than the update to the new version, there really isn't anything new. However, the loot list (and how loot is distributed) has been updated and the Zebrina Captain Log is finished (these minor updates are currently only for 1.8, I'm going to add them to 1.6 and 1.7 when I have a more major update for them).
I've tested the mod pretty thoroughly and haven't encountered any bugs for a while now. Let me know if anything breaks!
Hope you enjoy!
Glad you arer enjoying the mod!
Could you tell me what the conflict with the Ruins mod was? I would like to be able to fix it if there is a problem.
I'm also aware that the piranhas aren't spawning correctly. I will hopefully get them working better with the next update. They won't necessarily stay near the wreck when they spawn though.
As to Curseforge, I will probably put this mod on there in the future. I will let everyone know if/when that happens.
There are a few options you can change to make shipwrecks less rare. First, you can change the min and max distance between shipwrecks. The min distance defaults to a min of 10 chunks and a max of 12 (so shipwrecks will be at least 160 blocks apart). You can make it so wrecks will spawn on top of one another if you decrease the min distance below 3.
Then you can modify the rarity of each of the shipwrecks separately.
So you can make your world look like this:
And here are the config settings that I used to get this (only the ones I changed of course):
S:Instructions=Lower numbers = closer together. Default max = 12, min = 10. This is the distance between ships in # chunks (increasing by 1 will increase distance by 16 blocks). I would recommend that you not set the minimum below 3.
I:"Max Distance Between Shipwrecks"=4
I:"Min Distance Between Shipwrecks"=2
}
"ship rarity" {
S:Instructions=Lower numbers = less rare. Ships will have a 1/the number you choose of spawning. For example the schooner ocean rarity defaults to 100 meaning 1/100 ships that spawn will be a schooner.
I:"Rowboat Beach Rarity"=1
I:"Rowboat Ocean Rarity"=1
I:"Sailboat Beach Rarity"=5
I:"Sailboat Ocean Rarity"=5
I:"Schooner Beach Rarity"=10
I:"Schooner Ocean Rarity"=10
I:"Sloop Beach Rarity"=10
I:"Sloop Ocean Rarity"=10
I:"Waverunner Beach Rarity"=20
I:"Waverunner Ocean Rarity"=20
}
Should have been more specific in my earlier post. I reduced the min distance down to 3 and the max to 10. Same result - a ship per 1000 blocks - maybe. Also removed the rowboat as it was hard to see for testing.
Just did another test with min = 1 and max = 2, and now I'm getting quite a few ships - maybe half as many as in your example picture. So I guess it's just a matter of tweaking those 2 numbers.
Odd that the default numbers are not working properly for me. Maybe some other mod is throwing it out.
To be honest, there are a couple bugs that I need to fix, I just don't have much time to work on it these days. I'm pretty sure there is a bug somewhere where the distance between shipwrecks is concerned (e.g. a min of 2 and max of 4 has tons of ships while a min of 3 and max of 5 has almost no ships). To be honest, I started the mod with no clear idea on what I really wanted to do so it could use a pretty hefty clean up. I was a very inexperienced coder at that point as well.
I also haven't modified the default numbers for a while. I started the mod back when oceans were gigantic and haven't changed the defaults since they became smaller which makes shipwrecks incredibly rare.
Edit: I think I have fixed the spawning issues.
i have a suggestion. submarines and modern warships would be very nice if you have the time.
watchhhh out for thhhhe sssssssnake. hhhhe willl comme and get youuuuuuu.
cool mod, but the ships are SO rare, it took me an hour just to find a sunken sailboat.
I absolutely love this mod. I run v1.7.10 along with several other mods including Archimedes Ships. I only mention that particular mod because I was able to raise several ship using the nav block from that mod. I have not been able to raise a wave runner yet (over 2048 blocks I imagine) but the other ships are no problem. My salvaged sloop is fun to sail around and using the wooden crate, I am able to lock my MOC wyvern atop the crow's nest while in transit. I wasn't sure I would enjoy this mod but so far, it is one of my favorites.
I would like to say it will happen, but there is no way I will have the time.
You can change the rarity in the config file! The ships are meant to be fairly rare (though not that rare) but I definitely need to tweak the rarity of ships as it was originally designed when the oceans were far larger (it used to be fairly easy to find ships). The next update I put out will improve on the ship generation as it currently has a couple bugs.
Glad to hear you're enjoying it! I've always wanted to try out Archimedes Ships but just haven't gotten around to it. The waverunner is around 2300 blocks (I think) so you would need to remove quite a few to get below the cap.